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J0linar

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Everything posted by J0linar

  1. hey Mud-H just wanted to conratz you to the work you doing here, well done and thx for your efforts!
  2. this can be done with the guionobject and not just that, by combining guionobject with fxguisnooper you get security cameras and rtt scopes the stuff needed for rtt cam/scopes would be this http://forums.torque3d.org/viewtopic.php?f=26&t=92#p1883 and regarding in model hud, you can read about it in the guionobject thread http://forums.torque3d.org/viewtopic.php?f=26&t=92 i assume you would want to display the actual ammo of the weapon in the gui that is being rendered on the gun itself, thats doable. check out Azazezel`s guionobect branch on github https://github.com/Azaezel/Torque3D/tree/guiOnObject gl and share how it went.
  3. Hey Paul, would you mind sharing your method on how you got it working with the fxGuiSnooper?
  4. time to chime in, @DwarfKing regarding GMK and Verve Verve is not really stable and not all needed docs have been released. GMK is stable enough to be used and expanded but it comes with some headache. first of Verve is actually already obsolete, its functions are not anymore special in any way. The Bad Behaviour Thing could be taken and expanded and do verry well the same job as verve and that without crashing and causing issues. The thing with GMK is, its all fine but its not sane to be included into T3D Dev Head, the only interesting part about the GMK is its Camera Setup along with the ragdolls and since ChrisCalef has done some great progress with physX ragdolls - we should really look forward to get a proper ragdoll system integrated into T3D (me looks @ ChrisCalef^^). Anyways, the best way is to go the Bad Behaviour Route and to include that into T3D and build upon it, expand it. There is really no point in throwing all and evrything into T3D, believe me i tried it and dont ask me how that went. however if you want to get your hands dirty at a t3d version that has gmk running (more or less based on t3d dev head) https://github.com/dragutux/Greed/tree/greed-up Regarding Afx, from my personal pov, hell yeah lets get it in but honestly in the long run the question should be do we want to paste and glue or build?
  5. There are a couple of things, However the most suitable one would be BadBehavior by GuyAllard http://www.garagegames.com/community/resources/view/22947 https://github.com/BadBehavior/BadBehavior_T3D I quote: bd3NeocArRQ
  6. hlsl files are shaders, to be more specific directX Shaders and no you can not simply take hlsl files and expect those to work in T3D. You have to either rewrite those to work like expected or write new hlsl shaders based on those. And at the end you have to create scripts to be able to use your shaders, take a look at this https://github.com/GarageGames/Torque3D/commit/351d5f08e917f55f46b22369bb128c128d9c45df it might answer other question you might get.
  7. hey jay1ne, the https://github.com/andr3wmac/Torque3D/b%20...%20lineLPV.cs script ends up in a 404, would u mind uploading it? thx
  8. hey chris thats cool, i would bet that gmk`s ragdolls might contain a solution and btw it looks like that the ragdoll itself isnt really exposed to script so thats another thing that needs to be checked/added. Will take a look at your work, as i did played around with gmk ragdolls and fixed those more or less (stretching issue for example) i might be able to get somewhere with your base. t3d would certainly benefit from ragdolls physx and bullet based ones ofc.
  9. yes exactly there, once activated in the options and restarted you will see that the shaders got compiled for glsl = opengl.
  10. well i would personally prefer a opengl/bullet only way but there are many ppl who work with T3D and plenty of those use directx and many physx. You can use cmake or the project generator to create the buildfiles/ select opengl renderer, its not that hard. http://wiki.torque3d.org/coder:compiling-in-windows
  11. am a awesomium guy too but i find the guionobject to be really helpfull in some areas, lets say you want to display a 3d model and combine that with a loadout or simply simulate computer screens ingame, or as a ingame menu, for that kind of stuff (as long as you don`t attempt to build a whole menu with it) the guionobject is perfect. Now as am using it in my current wip game, some tips for ppl who plan to use this 1 gui on 1 guionobject model only 1 GuiWindowCtrl can be run in a guionobject model (it might be possible to build a gui with multiple guiwindowctrl`s and executing those via setWindow(); but so far i have no clue how to get that working) - If you want to build a whole menu in one gui then take a look at the optionsDlg.gui located in game/art/gui, you can build a whole menu in one gui by using panes. So far i havent found any issues related to the gui itself and it would be nice to see this in the upcoming T3D 3.7 release, it would serve as a promo for awesomium as well, since ppl who wish more functionality would want to get awesomium.
  12. yes you can, compile it with OpenGL and you can run T3D with OpenGL on Windows, all you need to do is to select it in the options, however first you need to compile it. The current work of the Steering Commitee ( Yaa guys know that reminds me always @ Karate KId xD) is all focused on Linux/OpenGL.
  13. am no scinetist but why not just call it wip as in work in progress ;) Nah to be honest am actually fine with the old structure but hey why not.
  14. How about this, what if the Resource contains original code created from the author from scratch = it can be used and injected into T3D, and yes it is simple as that. There are some cases where it might be a issue but in a dozen of cases there are no issues, since the Resources that would end up in T3D are created from scratch/ script based. And now to the Author question, lets brake it down to "They are Resources, people shared those, so that they can be used freely and now that means who has the source code and well guess what we all have it as its now under MIT and therefore... See it is selfexplainable, isnt it? Call a Lawer @DaveMB just to clear, i was not trying to be rude, i only wanted to show this whole thing in a different and well right light at least from my pov and am sure most if not all will agree with me.
  15. J0linar

    Tweening

    Thats cool, could be used for doors/windows/... evrything would just need things like keylock/unlock and for windows a setting ifbroken = isopen and we could use potentially evry shape without the need of animating it. I can see the value of this, it could be used for cutscenes as well (that would need some more work and maybe a lookup at gmk cutscenes or verve on pointers how to combine this)
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